#version 150 core

uniform sampler2D diffuseTex;
uniform float blend;

in Vertex{
	vec4 colour;
	vec2 texCoord;
} IN;

out vec4 gl_FragColor;

void main(void){
	vec4 output = texture(diffuseTex, IN.texCoord);
	output.x = mix(output.x, IN.colour.x, blend);
	output.y = mix(output.y, IN.colour.y, blend);
	output.z = mix(output.z, IN.colour.z, blend);
	gl_FragColor = output;
}